Many more tips have been added to the title screen.
Tails and tentacles are now much less likely to be targeted in combat, owing to their size relative to other body parts.
Kalaripayattu no longer uses claws, and the Chuvadu buff now requires you to wield a weapon. This may change in the future, but I need to do some infrastructural work to prevent people doing dumb stuff with it.
Creatures (except for robots) will now notice you throwing things at them even if they can't see you, so long as they don't have the blind or stunned effect. Zombies will only notice about a third of the time. When a creature notices, they won't actually see you, but will head toward where you threw the item from, so you may have time to scoot out of the way. This only applies to throwing and not higher-velocity projectiles, as it's easy to see which way a thrown item came from.
The base damage for items dropped from above has been reduced.
The hit chance for items dropped from above has been reduced.
Items dropped from above now scale their damage with their density, rather than simply using their mass.
Items dropped from above will not do any damage if they are soft or non-solid.
Backported a fix that will throw an error if recipes are not explicitly defining tools, qualities, and components when using copy-from. Previously, this would silently fail. Fixed all recipes in baseline which were tripping this error.
Added the leather tail sleeve. This is an autolearned item which is worn on the NORMAL layer and provides some additional armor and warmth for tails.
Fixed crafting categories for the leather hood and wool arming pants.
Fixed the rising cream jar/milk cream recipes.
Sourdough starter should now automatically do its thing during the crafting process.
Backported a number of DDA PRs that introduce recipe steps and tool quality speed modifiers to the game. Currently this is mostly just infrastructure. The only recipe making use of steps so far is bread.
@Failboat78 submitted: Electrical cables now use Chebyshev rather than Euclidian distance. Euclidian is almost always preferred, but it was causing an issue where items could come unplugged when a vehicle turned due to diagonal skewing.
Slightly fixed the freeform and point buy descriptions in Russian. I have been informed that the grammar here is slightly incorrect, so it needs a further fix, but it's at least not lying to you now.
Backported a huge array of updates to NPC AI from DDA. On a structural level, this should make it a lot easier to get NPCs to be less stupid. The most immediate change is that NPCs who need food or water are now able to seek it out from their surroundings if you've neglected to give them any. If they're truly desperate, they'll even try foraging. Head this off by keeping them well-supplied.
Unlike DDA, our NPCs only need food, water, and sleep if they're in the player's faction. Other NPCs should be exempt from these things, though there's always a chance I botched this somewhere.
Fixed some longstanding issues with how stomachs were processing calories.
Players were frequently picking Fast Metabolism without understanding how bad of a time they were signing up for. This is because it was boosting BMR by 50%! That's a lot, and while hugely advantageous to a player who knows how to make use of it, it's not really reasonable for a non-mutant trait. As such, it has been reduced to a 25% boost. Rapid Metabolism similarly has been moved from 66% to 50%. The other metablism mutations are unchanged.
Fixed some text in a couple of popups in the Japanese, Russian, Korean, simplified Chinese and traditional Chinese translations. Also fixed the text for point buy in all those languages.
Oats, buckwheat, and oatmeal no longer contain gluten.
Flour now has a very small (~1% chance) to give you food poisoning if eaten raw. Don't eat raw flour!!!
Backported several DDA PRs that improved the handling of EOC variables. This may break some mods.
Chainsaws now properly consume gasoline. Their damage has been slightly adjusted (it is still high).
Failing to eat underbrush or other plants as a grazing/ruminant mutant should no longer delete the plant.
- News and updates
- Cataclysm: The Last Generation
- Updates 4-2-2026
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